Water Spray Simulation
Examining the subject at hand, it appears a better way would be to use particle drops instead of a fluid system.

The resulting cone can be easily controled.



The movement can be setup convincingly.




Create an emitter object. Since we'll use the normal as emission, the concavity of this object will determine the outcoming angle.Add a subdivision surface modifier so that the normal direction won't appear stepped.
Create a density weight group, in case you want more water to be emitted from the center.
Add a particle system. Since particle don't have substeps in Blender, we need to increase the frame rate. I used 240 fps.
Enter the vertex group as density for the emitter.
Decrease the gravity value, since we have a faster frame rate. To make the emitter use the subdivision modifier, check Use Modifiers. I use about 15000 particles in a short burst from frame 1-80.
During that burst, I want the particles to have more speed around frame 40 and less at the end. Hence, I animate the Emission value for the normal. I also added some random offset to fight the missing substeps.
Create a cube and smooth subdive it (or use *to sphere). Use it as the particle object. Add some children to each particle. There should be lots of drops.
In the compositing add vector blur. As a material I mixed Glossy and Refractions BSDF.


Sorry, the file is not in the finished state. Have fun.